Necromancer wrote:But, but there is a massive bug patch scheduled to the end of january! Don't leave, it might get better!

Well... we could always be optimistic and hope that some of the tweaks they are planning will make it better in regard to weapons, lock-on-mechanisms, vehicles and that they have managed to remedy the major flaws regarding latency issues (netcode, kill-trading, 0 health display bug, killed behind cover, lagging hitboxes and so on...).
Let's see what the patch will bring to the game

Necromancer wrote:But, but there is a massive bug patch scheduled to the end of january! Don't leave, it might get better!

Well... we could always be optimistic and hope that some of the tweaks they are planning will make it better in regard to weapons, lock-on-mechanisms, vehicles and that they have managed to remedy the major flaws regarding latency issues (netcode, kill-trading, 0 health display bug, killed behind cover, lagging hitboxes and so on...).
Let's see what the patch will bring to the game

While I'll always hope they get their crap together to fix the netcode and optimization, much of the vehicle balancing seems awful to me.
1) the AA changes won't do a lot, it's still going to be ridiculous because they aren't adjusting the range values for ARMs.
2) Zunis on choppers already did the same amount of damage to tanks as hydras in 1 pass if you hit all missiles, they don't need a buff. Attack chopper needs speed and agility changes, not damage changes.
3) with a zuni buff, a gunner buff is going to make the attack chopper OP
4) the problem with M2 SLAMs wasn't the range of a full damage hit, its the fact that you can stack 3 on top of each other and they don't act as physical objects, and are nearly unspottable.

woke up this morning, put on my slippers, walked in the kitchen and died

DMRs
1) Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Pump Action Shotguns
1) Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled. These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.

Carbines
1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

General
1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition. While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.

2) The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.

3) Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

Update: I can run BF3 on my laptop. Thanks Fields! You're the greatest! I'd be up for some good old fashioned GC play, even just 16v16 scrims or something. Maybe we'll get lucky and the gun glitch will have resolved itself...